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@ClassicOldSong
ClassicOldSong / youtube_tv_installer.sh
Last active January 11, 2026 23:44
YouTube TV Installer for SteamDeck with uBlock and SponsorBlock
#!/usr/bin/env bash
set -euo pipefail
# ─── PREREQUISITES ────────────────────────────────────────────────────────────
# 1) Ensure flatpak is available
if ! command -v flatpak >/dev/null 2>&1; then
echo "Error: flatpak is not installed. Please install flatpak and try again."
exit 1
fi
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>SheCodes</title>
<style>
body {
font-family: Cerebri Sans, Helvetica, Arial, sans-serif;
@Strus
Strus / clangd.md
Last active January 11, 2026 23:35
How to use clangd C/C++ LSP in any project

How to use clangd C/C++ LSP in any project

tl;dr: If you want to just know the method, skip to How to section

Clangd is a state-of-the-art C/C++ LSP that can be used in every popular text editors like Neovim, Emacs or VS Code. Even CLion uses clangd under the hood. Unfortunately, clangd requires compile_commands.json to work, and the easiest way to painlessly generate it is to use CMake.

For simple projects you can try to use Bear - it will capture compile commands and generate compile_commands.json. Although I could never make it work in big projects with custom or complicated build systems.

But what if I tell you you can quickly hack your way around that, and generate compile_commands.json for any project, no matter how compilcated? I have used that way at work for years, originaly because I used CLion which supported only CMake projects - but now I use that method succesfully with clangd and Neovim.

@soderlind
soderlind / README.md
Last active January 11, 2026 23:35
Ralph loop wrapper for GitHub Copilot CLI (programmatic mode)
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@Invertex
Invertex / CustomHoldingInteraction.cs
Last active January 11, 2026 23:34
Unity New Input System custom Hold "Interaction" where the .performed callback is constantly triggered while input is held.
using UnityEngine;
using UnityEngine.InputSystem;
//!!>> This script should NOT be placed in an "Editor" folder. Ideally placed in a "Plugins" folder.
namespace Invertex.UnityInputExtensions.Interactions
{
//https://gist.github.com/Invertex
/// <summary>
/// Custom Hold interaction for New Input System.
/// With this, the .performed callback will be called everytime the Input System updates.
@d-kja
d-kja / nikke-linux.md
Last active January 11, 2026 23:25
Installing NIKKE under Linux

First of all, happy new year (maybe?)

Requirements:

  • Steam
  • Windows (or you can try using an old launcher for the game, it might not work though)
  • Proton GE (I'm using 10-27)

Obs:

--[[
you better have a good reason on WHY you are looking at the script raw
]]
if not game:GetService("Players").LocalPlayer.PlayerScripts:FindFirstChild("Loaded") then
local data = Instance.new("NumberValue") --does this really matter no i added it for a damn reason
data.Name = "Loaded"
data.Parent = game:GetService("Players").LocalPlayer.PlayerScripts
print("Loaded Scripts")
local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()
local event = ""
@osipxd
osipxd / !paper-versions.md
Last active January 11, 2026 23:13
Paper versions links
@meain
meain / loading_messages.js
Last active January 11, 2026 23:09
Funny loading messages
export default [
"Reticulating splines...",
"Generating witty dialog...",
"Swapping time and space...",
"Spinning violently around the y-axis...",
"Tokenizing real life...",
"Bending the spoon...",
"Filtering morale...",
"Don't think of purple hippos...",
"We need a new fuse...",